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怪兽吃糖果
玩法:左右飞出的糖果,点击鼠标糖果即为怪兽吃掉,不同的糖果不同的分数奖励,
吃不掉的糖果会扣除一次生命,共三次生命值,点击炸弹游戏结束,快去吃糖果吧^^
开始游戏https://www.ormcc.com/play/gameStart/217
html
<canvas width="640" height="960"></canvas>
css
canvas {display: block; touch-action: none; user-select: none; -webkit-tap-highlight-color: rgba(0, 0, 0, 0); width: 367px; height: 550px; margin-left: 357px; margin-top: 0px; cursor: inherit;}
js
var a = this,b = b || {};b.WEBGL_RENDERER = 0,b.CANVAS_RENDERER = 1,b.VERSION = "v1.6.1",b.blendModes = {NORMAL: 0,ADD: 1,MULTIPLY: 2,SCREEN: 3,OVERLAY: 4,DARKEN: 5,LIGHTEN: 6,COLOR_DODGE: 7,COLOR_BURN: 8,HARD_LIGHT: 9,SOFT_LIGHT: 10,DIFFERENCE: 11,EXCLUSION: 12,HUE: 13,SATURATION: 14,COLOR: 15,LUMINOSITY: 16},b.scaleModes = {DEFAULT: 0,LINEAR: 0,NEAREST: 1},b._UID = 0,"undefined" != typeof Float32Array ? (b.Float32Array = Float32Array, b.Uint16Array = Uint16Array) : (b.Float32Array = Array, b.Uint16Array = Array),b.INTERACTION_FREQUENCY = 30,b.AUTO_PREVENT_DEFAULT = !0,b.RAD_TO_DEG = 180 / Math.PI,b.DEG_TO_RAD = Math.PI / 180,b.dontSayHello = !1,b.sayHello = function(a) {if (!b.dontSayHello) {if (navigator.userAgent.toLowerCase().indexOf("chrome") > -1) {var c = ["%c %c %c Pixi.js " + b.VERSION + " - " + a + " %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ ", "background: #ff66a5", "background: #ff66a5", "color: #ff66a5; background: #030307;", "background: #ff66a5", "background: #ffc3dc", "background: #ff66a5", "color: #ff2424; background: #fff", "color: #ff2424; background: #fff", "color: #ff2424; background: #fff"];console.log.apply(console, c)} else window.console && console.log("Pixi.js " + b.VERSION + " - http://www.pixijs.com/");b.dontSayHello = !0}},b.Matrix = function() {this.a = 1,this.b = 0,this.c = 0,this.d = 1,this.tx = 0,this.ty = 0},b.Matrix.prototype.fromArray = function(a) {this.a = a[0],this.b = a[1],this.c = a[3],this.d = a[4],this.tx = a[2],this.ty = a[5]},b.Matrix.prototype.toArray = function(a) {this.array || (this.array = new Float32Array(9));var b = this.array;return a ? (b[0] = this.a, b[1] = this.c, b[2] = 0, b[3] = this.b, b[4] = this.d, b[5] = 0, b[6] = this.tx, b[7] = this.ty, b[8] = 1) : (b[0] = this.a, b[1] = this.b, b[2] = this.tx, b[3] = this.c, b[4] = this.d, b[5] = this.ty, b[6] = 0, b[7] = 0, b[8] = 1),b},b.Matrix.prototype.apply = function(a, c) {return c = c || new b.Point,c.x = this.a * a.x + this.b * a.y + this.tx,c.y = this.c * a.x + this.d * a.y + this.ty,c},b.Matrix.prototype.applyInverse = function(a, c) {c = c || new b.Point;var d = 1 / (this.a * this.d + this.b * -this.c);return c.x = this.d * d * a.x - this.b * d * a.y + (this.ty * this.b - this.tx * this.d) * d,c.y = this.a * d * a.y - this.c * d * a.x + (this.tx * this.c - this.ty * this.a) * d,c},b.identityMatrix = new b.Matrix,b.determineMatrixArrayType = function() {return "undefined" != typeof Float32Array ? Float32Array: Array},b.Matrix2 = b.determineMatrixArrayType(),b.DisplayObject = function() {this.position = new b.Point,this.scale = new b.Point(1, 1),this.pivot = new b.Point(0, 0),this.rotation = 0,this.alpha = 1,this.visible = !0,this.hitArea = null,this.buttonMode = !1,this.renderable = !1,this.parent = null,this.stage = null,this.worldAlpha = 1,this._interactive = !1,this.defaultCursor = "pointer",this.worldTransform = new b.Matrix,this.color = [],this.dynamic = !0,this._sr = 0,this._cr = 1,this.filterArea = null,this._bounds = new b.Rectangle(0, 0, 1, 1),this._currentBounds = null,this._mask = null,this._cacheAsBitmap = !1,this._cacheIsDirty = !1},
源码
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